So, Ladies and Gentlemen,
It can be interesting for you: Tokamak Physics Engine is now open-source: http://www.tokamakphysics.com/
Who wants to integrate it into Blender? :rolleyes:
Seriously, who knows the difference between it and Bullet?
As I understand it, Tokamak is far more efficient than Bullet, thus saving CPU and RAM usage. Also it uses “Breakage Constructing models”, that spawns fragments of a model on collision. However I believe Bullet has a more extensive and realistic physics database. But I’m no expert, anybody with a better understanding feel free to correct me.
A lot of new physics engines lately. But what we could really use right now are efficient GRAPHICS and LOGIC engines. Seriously, do we really need anything besides Bullet?
Tokamak’s been around for a while, but there’s not been much developement in it for years.
Bullet could use some competition, you gotta start stepping it up Erwin.
Cool,
I think you can use this with the torque game engine , seems to me that it was used in the star trek elite forces along with the quake 3 engine.
LOL XD Did you say it spawns random pieces of an object upon chrush collision? Did I get that right?
As I understand the discription, it simply replaces the object with pre-modeled fragments upon collision, it doesn’t calculate fragments pre-scene or activly, nothing an amature coder couldn’t achieve in BGE. Again, I’m no expert, somebody feel free to correct me if I’m wrong.
Tokamak’s pyhsics have a problem (see above). While it is possible to have bullet malfunction in the same way, it is extremly rare (unless an object is removed and all the above blocks are asleep), and the tower in bullet would collapse as soon as the blocks reawakenin. But in tokamak, you can keep building on this tower forever (it was constructed by adding block by block on the top of the tower, as Bontago players know). There must be a way to “stack-check” every few frames to prevent this problem.
Lately there has been talk around about the slowness of bullet. Though it might be that just the integration itself slow, bullet itself might be fast.
It would be nice to have the option between speedy Physics and more accurate Physics, to choose depanding on the size and complexity of the Scene. The only question is, whether the option is with the development time needed to intergrate Tokamak.
Oh, I so agree! I really hope that one could adjust physics engine’s accuracy as a whole. I’ve made few simulations but they don’t work right any more because of the changes in Bullet. Really annoying…
ps.
In case some one is interested about those simulations:
http://www.opendimension.org/blender_en/gplws.php
http://www.opendimension.org/blender_en/arch_pressure.php
I’m not sure if Bullet it the main reason why the blender engine is slow as hell. I think the blender game engine should be rewritten completely and not like adding a few features each time and have loads of new bugs crouching in.
Maybe we should split the game engine in a few parts, like Physics, Graphics, Logic and Python bindings. Where physics is Bullet, graphics is Ogre, and the rest, well custom made but completely rewritten stuff. Both they form an engine called the Blender Game engine.
Besides that the idea of having an internal game engine in blender is fine, but the consequence is that it runs way to slow. Maybe we should just split the engine from Blender and use Blender itself as a sort of game editor and the engine as a standalone runtime that just loads the blender files like you can now do with a blend file and blenderplayer. And for the lazy people you could make a GUI button in Blender that says, “test game” where the saved blend file will be automaticly ran by the blenderplayer.exe, sort of batching idea.
Personally I have been playing with the engine for a while but right now I’m quite sick of the performance of the blender game engine it’s so incredible slow no matter what you try. I hope that some day someone will rewrite it, because right now I ain’t using it anymore except for some really really simple visualisations.
I must agree with DJ-Multi.
I think the GE should be partly removed from blender to leave only the options for physics baking in blender and everything else in a seperate game engine.
hopefully with pluggable graphics, physics and scripting parts
allow for use with ogre or osg perhaps
allow for use with different physics engines
allow scripts in any language ( Lua,Python,FORTH, etc ) by assigned to logic bricks
I have no idea how to do that, but it’d be nice
GE would run faster
blender would run faster too